Cool. What mods can you recommend?
Depends on what you want out of the game. If you want to fully transform your playthrough and want the campaign to last longer, get LWotC. If you want to maintain better compatibility, get Covert Infiltration. I'm using neither of those at the moment but general consensus is that both are very good in their own right.
Really hard to recommend specific stuff as modders have come up with so many great things, from small fixes of inconvenience, qol additions to fully transforming mechanics.
To name a few things that changed and / enhanced the way I played the game, all for WotC:
- Alternative Mod Launcher, Community Highlander, Mod Configuration Menu: absolutely essential tools and fixes, requirements for basically everything else
- Stop Wasting My Time, Peak from Concealment, Gotcha Again: Fixes and QoL additions in tactical.
- Narrative Control, Hush Little Chosen & Skip Intro Cinematics: shut down all the unnessecary banter that you don't want to hear after the tenth time of hearing it
- Mechanic, Biotic & Rusty's Psionic classes
- Psionics Ex Machina 3.2: fully reworks psi mechanics in the game including a new psionics lab & Meld resource
- Gene Mods: reintroduces genetic soldier modifications from XCOM EU
- MEC Troopers: reintroduces Soldier becoming MEC Troopers including a new skilltree from XCOM EU
- EU Berserkers: reintroduces the original XCOM 1 Enemy Unknown Berserkers back. They bullrush upon being shot and are more tanky than regular Beserkers, #sufferingisfun
- Ethereals & Berserker Omegas: Endgame bosspod enemies, more pain
- A better ADVENT: War of the Chosen (many, many new enemy variants, couple with Choose your Enemies to select which ones you want)
- WorldWarLost: reworks the Lost faction, adds more visual variation (selectable) and adds new variants: Howler, Boomer, Brute
- Diverse Aliens by Force Level: needed to make all those new aliens play nice with each other. Also lets you customize how many aliens are being spawned in each pod.
- Proving Ground Overhaul: reworks the Proving Ground to be something infintely more useful
- Yellow Alert: Enemies get the chance of using a reflex action upon being activated, enabling them to take a defensive or offensive action based on chance. Greatly changes how pod mechanics work. Needs an indepth .ini deep dive to set up to your own needs.
- EU Aim Rolls: Fixes the jank implementation of hit & crit calculation
- EU style pacing: slows the pace of the strategy layer down
Don't forget to read through each and every description, and don't skip any requirements. Note that modding XCOM 2 works best with the steam version, somewhat with the GoG version and not at all with the EGS version.
I've attached my personal modlist including workshoplinks and grouping, but without my personal ordering or configs (of which there are many - get into mods deep enough and you'll spend half your time editing .ini and text files

).